- Default
- Attack
- Special
- Injured




Duessel - Obsidian |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 8 | 4 | 8 | 6 |
Middle | 19 | 9 | 5 | 9 | 7 |
High | 20 | 10 | 6 | 10 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 37 | 36 | 14 | 36 | 28 |
Middle | 41 | 39 | 18 | 39 | 31 |
High | 44 | 43 | 21 | 43 | 34 |
IV Sets
Key stats worth increasing through nature if possible. | |
Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
Relatively worthless stat that can safely be decreased through nature. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Final Flash! (Defensive)
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Obsidian Lance | A | Distant Counter |
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Positional Assist | B | Lull Atk/Def 3 |
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Noontime Alternate: Bonfire |
C | Pulse Smoke 3 |
IVs | +ATK or +DEF or +RES / -SPD | S | Atk/Def Solo 3 Alternate: Distant Def 3 |
Weapon: Obsidian Lance
Assist: Positional Assist
Special: Noontime / Bonfire
Passive A: Distant Counter
Passive B: Lull Atk/Def
Passive C: Rouse Atk/Def / Preference
Sacred Seal: Atk/Def Solo / Distant Def / Mirror Stance
- Duessel performs extremely well as an Enemy Phase unit, as his Obsidian Lance gives him a significant boost to his damage output and durability due to the debuffs it inflicts on foes as well as it’s guaranteed follow-up attack. Coupled with his naturally high Attack and good defenses, Duessel can easily tank and KO many offensive threats during Enemy Phase, and Distant Counter makes him a significant threat to a plethora of ranged units as well.
- Lull Atk/Def is Duessel’s best choice of B slot, negating his foe’s Attack and Defense buffs in addition to debuffing their Attack and Defense by 3, giving him extra staying power and damage output.
- Pulse Smoke is a fantastic C slot skill for Enemy Phase units due to it’s ability to slow down enemy Specials, but it can be freely swapped according to the team’s needs.
- Lastly, sacred seals such as Atk/Def Solo and Distant Def round out Duessel’s kit nicely due to the additional stats they provide.
Prince of all Lances (Player Phase)
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Obsidian Lance | A | Atk/Def Solo 4 Alternate: Heavy Blade 4 |
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Positional Assist | B | Lull Atk/Def 3 |
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Bonfire | C | Rouse Atk/Def 3 |
IVs | +ATK or +DEF or +RES / -SPD | S | Atk/Def Solo 3 |
Weapon: Obsidian Lance
Assist: Positional Assist
Special: Bonfire
Passive A: Atk/Def Solo 4 / Heavy Blade 4 / Death Blow 3
Passive B: Lull Atk/Def
Passive C: Rouse Atk/Def / Preference
Sacred Seal: Atk/Def Solo / Heavy Blade
- Duessel makes his debut in Fire Emblem Heroes as a lance cavalier with solid stats and a great personal weapon that allows him to perform well on both offense and defense.
- Duessel’s Obsidian Lance is the source of his power, as it inflicts a -6 Attack and Defense debuff to foes in combat in addition to granting him a guaranteed follow-up Attack on both phases as long as he’s not adjacent to an ally.
- Duessel’s innate Bonfire is a fantastic Special option, giving him a massive burst of damage when it triggers thanks to scaling off his excellent Defense.
- Atk/Def Solo 4 synergizes brilliantly with Duessel’s Obsidian Lance, granting him even more stats during combat for the simple condition of not being adjacent to any allies. Heavy Blade 4 is also a solid option, thanks to Duessel’s incredibly high Attack, giving him an additional 5 True Damage and accelerating his Special activations when his Attack is higher than the foe’s. Death Blow can also be used to good effect on a budget.
- Duessel’s innate Lull Atk/Def is a great option as it gives him additional durability and damage output while negating his foe’s visible Attack and Defense buffs.
- Rouse Atk/Def is a solid option for Duessel, but it can be freely swapped according to the team’s needs.
- Finally, the Atk/Def Solo sacred seal rounds out Duessel’s kit nicely, granting him even more offensive power while increasing his defense when he’s not adjacent to any allies. Duessel can also use the Heavy Blade sacred to accelerate his Special activations if unused in the A slot.
Strengths
Excellent Attack and Defense
Duessel’s Attack and Defense are both extremely high at base 39 respectively, and Duessel will have little trouble tanking physical foes or dishing out damage.
Obsidian Lance
Duessel’s Obsidian Lance is a powerful weapon, granting him a guaranteed follow-up attack on both phases in addition to significantly reducing the foe’s Attack and Defense in combat as long as he’s not adjacent to any allies, a fairly trivial condition to fulfill considering how powerful his weapon is.
Cavalry
Duessel’s status as a cavalier gives him excellent movement and access to class exclusive buffs.
Weaknesses
Cavalry
While Duessel reaps many benefits from his status as a cavalier, it also incurs severe terrain penalties and a weakness to cavalry effective weaponry, and while Duessel can potentially survive physical cavalry effective weapons thanks to his high Defense, units with magical effective weaponry such as Micaiah will have little trouble KO’ing Duessel, as his Resistance is only slightly above average.
Terrible Speed
Duessel’s pitiful base 18 Speed ensures that all but the slowest of foes will perform follow-up attacks against him. His low Speed also leaves him incredibly reliant on his Obsidian Lance to perform Follow-Up attacks, rendering him extremely weak to units with Null Follow-Up that he cannot KO in a single hit. Of particular note is Young Merric, who completely shuts Duessel down with his exclusive weapon and can easily KO him in a single round thanks to his strong offenses and weapon triangle advantage.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Lance Users Only
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Lance Users Only
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Lance Users Only
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200 | 1 | 11 |
![]() Grants Def+3. If unit is not adjacent to an ally, inflicts Atk/Def-6 on foe during combat and unit makes a guaranteed follow-up attack. Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Qiang (+Def) |
Arcane Qiang (+Res) |
Arcane Qiang (+Atk) |
Arcane Qiang (+Spd) |
Arcane Qiang |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50% of unit's Def. Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage dealt by 50% of unit's Def. Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit is not adjacent to an ally, grants\nDef/Res+2 during combat. Inheritable by all units.
Unlocks at 2 ★ |
60 | A |
Def/Res Solo 4 If unit is not adjacent to an ally, grants Def/Res+7 during combat. Inheritable by all units.
Unlocks at 3 ★ |
300 | A |
![]() If unit is not adjacent to an ally, grants Def/Res+6 during combat. Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
Def/Res Solo 4 If unit is not adjacent to an ally, grants Def/Res+7 during combat. Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
![]() Inflicts Atk/Def-1 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 3 ★ |
60 | B |
![]() Inflicts Atk/Def-2 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 4 ★ |
120 | B |
![]() Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. Unlocks at 5 ★ |
240 | B |
![]() At start of turn, if unit is not adjacent to an ally, grants Def/Res+2 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 1 ★ |
60 | C |
![]() At start of turn, if unit is not adjacent to an ally, grants Def/Res+4 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 2 ★ |
120 | C |
![]() At start of turn, if unit is not adjacent to an ally, grants Def/Res+6 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
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